Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-22 | Use Input::push_input for tests plus extra mouse testing | Paulb23 | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2022-01-02 | Fix various typos | luz paz | |
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change | |||
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-07 | Move and organize tests into subfolders | Aaron Franke | |
2021-10-30 | Modify Dictionary::operator== to do real key/value comparison with recursive ↵ | Emmanuel Leblond | |
support (and add unittests) | |||
2021-09-20 | Add remaning code edit unit tests | Paulb23 | |
2021-09-01 | Create framework for testing Signals | Paulb23 | |
2021-09-01 | Allow unit testing SceneTree Ojects | Paulb23 | |
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-01-08 | Use comma over `<<` operator for all unit test logging | Andrii Doroshenko (Xrayez) | |
The comma operator should be preferred now according to doctest. Moved macro aliases from `ClassDB` tests to `test_macros.h`, because those are also used in `TextServer` tests. | |||
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-21 | Add unit test for `RandomNumberGenerator` | Andrii Doroshenko (Xrayez) | |
This covers RNG functionality completely. Co-authored-by: @vinayakmtiwari. | |||
2020-11-07 | Reorganized core/ directory, it was too fatty already | reduz | |
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code | |||
2020-09-02 | Register GDScript test tools as test commands to run via command-line | Andrii Doroshenko (Xrayez) | |
2020-08-02 | Stringify `Variant` compatible types for doctest output | Andrii Doroshenko (Xrayez) | |
2020-07-30 | Hide implementation details of doctest macros | Andrii Doroshenko (Xrayez) | |
`test_macros.h` is created to provide various macros acting as aliases for doctest macros to work better with Godot internals and conventions. This also makes it accessible for those who'd like to start writing tests in Godot, as most vital information can be put together and documented directly in `test_macros.h` header. Developers are encouraged to include the new `tests/test_macros.h` for writing new tests over `thirdparty/doctest/doctest.h`. Added `TEST_CASE_PENDING("name")` as an alias for `TEST_CASE("name", doctest::skip())` which could be used to mark failing tests for issues yet to be fixed, so as to not affect CI testing results. Added `ERR_PRINT_OFF` and `ERR_PRINT_ON` to control error printing for testing various **expected** failure paths within Godot without polluting the test summary with error messages. |